From 345ea88d7990d6e72df9b5efef59ab7b3e63e83a Mon Sep 17 00:00:00 2001 From: baz Date: Sun, 12 Nov 2023 21:24:03 +0000 Subject: [PATCH] Fix compilation issues --- Source/Nakatomi/NakatomiFieldSystemActor.h | 2 ++ Source/Nakatomi/Pickup.cpp | 2 +- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/Source/Nakatomi/NakatomiFieldSystemActor.h b/Source/Nakatomi/NakatomiFieldSystemActor.h index 8bdf86a..b6e0fb2 100644 --- a/Source/Nakatomi/NakatomiFieldSystemActor.h +++ b/Source/Nakatomi/NakatomiFieldSystemActor.h @@ -5,6 +5,8 @@ #include "CoreMinimal.h" #include "Components/SphereComponent.h" #include "Field/FieldSystemActor.h" +#include +#include "Field/FieldSystemComponent.h" #include "NakatomiFieldSystemActor.generated.h" diff --git a/Source/Nakatomi/Pickup.cpp b/Source/Nakatomi/Pickup.cpp index e4227f0..a327889 100644 --- a/Source/Nakatomi/Pickup.cpp +++ b/Source/Nakatomi/Pickup.cpp @@ -43,7 +43,7 @@ void APickup::Tick(const float DeltaTime) // We have to do this because Unreal doesn't like it when you create lights in c++ apparently ::pain:: const float Sin = FMath::Abs(FMath::Sin(GetWorld()->GetRealTimeSeconds() * (LightFadeSpeed / 2))); //PointLightComponent->SetLightBrightness(sin * MaxLightBrightness); - PointLightComponent->SetLightBrightness(Sin * MaxLightBrightness); + //PointLightComponent->SetLightBrightness(Sin * MaxLightBrightness); } void APickup::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,